# PLAYER::_IS_DEADEYE_ABILITY_LOCKED

- **Hash:** `0x8A0643B0B4CA276B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsDeadeyeAbilityLocked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_IS_DEADEYE_ABILITY_LOCKED

## Signature

```c
BOOL _IS_DEADEYE_ABILITY_LOCKED(Player player, int abilityType);
```

## Parameters

- `player` (`Player`)
- `abilityType` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsDeadeyeAbilityLocked(player, abilityType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8A0643B0B4CA276B, player, abilityType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDeadeyeAbilityLocked(player, abilityType);

// by hash
const retval = Citizen.invokeNative('0x8A0643B0B4CA276B', player, abilityType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8A0643B0B4CA276B, player, abilityType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_SET_DEADEYE_ABILITY_LOCKED](https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_ABILITY_LOCKED.md)

*Sources: alloc8or RDR3 NativeDB.*
